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	<title>Comments for TriangularPixels.com</title>
	<link>http://triangularpixels.net/games</link>
	<description>Blue Sky Games</description>
	<pubDate>Thu, 21 Aug 2008 14:31:17 +0000</pubDate>
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		<title>Comment on 2D Ambient Shadows by JC</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-22</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Sat, 26 Jul 2008 11:50:41 +0000</pubDate>
		<guid>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-22</guid>
		<description>Oops, my mistake. Should be fixed now, ta.</description>
		<content:encoded><![CDATA[<p>Oops, my mistake. Should be fixed now, ta.</p>
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		<title>Comment on 2D Ambient Shadows by Riven</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-21</link>
		<dc:creator>Riven</dc:creator>
		<pubDate>Fri, 25 Jul 2008 20:34:20 +0000</pubDate>
		<guid>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-21</guid>
		<description>From the sourcecode:
for (int i=0; i 0.01)

Which might be:
for (int i=0; i LT ??; i+=0.01)
so what's the upper bound?

Maybe add html-encoding to see LT, GT, EQ?</description>
		<content:encoded><![CDATA[<p>From the sourcecode:<br />
for (int i=0; i 0.01)</p>
<p>Which might be:<br />
for (int i=0; i LT ??; i+=0.01)<br />
so what&#8217;s the upper bound?</p>
<p>Maybe add html-encoding to see LT, GT, EQ?</p>
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		<title>Comment on 2D Ambient Shadows by Drilian</title>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-20</link>
		<dc:creator>Drilian</dc:creator>
		<pubDate>Fri, 25 Jul 2008 00:18:11 +0000</pubDate>
		<guid>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/#comment-20</guid>
		<description>Wow, that's...that's really quite cool :)

Well done!  I really wanted to get shadowing into Mop of Destiny, but I couldn't come up with a good way to do so.  I wish I'd had this at the time!  Maybe for the sequel...</description>
		<content:encoded><![CDATA[<p>Wow, that&#8217;s&#8230;that&#8217;s really quite cool <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Well done!  I really wanted to get shadowing into Mop of Destiny, but I couldn&#8217;t come up with a good way to do so.  I wish I&#8217;d had this at the time!  Maybe for the sequel&#8230;</p>
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		<title>Comment on Yet More On Behaviour Trees by Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-15</link>
		<dc:creator>Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</dc:creator>
		<pubDate>Mon, 14 Jul 2008 12:08:23 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-15</guid>
		<description>[...] TriangularPixels.com » Yet More On Behaviour Trees [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] TriangularPixels.com » Yet More On Behaviour Trees [&#8230;]</p>
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		<title>Comment on Behaviour / AI rambling by Paul Tozour</title>
		<link>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/#comment-14</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Mon, 14 Jul 2008 04:48:59 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/#comment-14</guid>
		<description>My approach to this can be summed up in the post here -- it was essentially a weighted distribution system (i.e. calculate weights for different actions and pick one based on weights), but it lived inside an HFSM.

http://aigamedev.com/forums/showpost.php?p=3236&#38;postcount=5</description>
		<content:encoded><![CDATA[<p>My approach to this can be summed up in the post here &#8212; it was essentially a weighted distribution system (i.e. calculate weights for different actions and pick one based on weights), but it lived inside an HFSM.</p>
<p><a href="http://aigamedev.com/forums/showpost.php?p=3236&amp;postcount=5" rel="nofollow">http://aigamedev.com/forums/showpost.php?p=3236&amp;postcount=5</a></p>
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		<title>Comment on Behaviour / AI rambling by Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</title>
		<link>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/#comment-13</link>
		<dc:creator>Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</dc:creator>
		<pubDate>Sun, 13 Jul 2008 23:15:25 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/#comment-13</guid>
		<description>[...] Behaviour / AI Rambling [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Behaviour / AI Rambling [&#8230;]</p>
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		<title>Comment on Yet More On Behaviour Trees by alexjc</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-12</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Sat, 12 Jul 2008 23:09:57 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-12</guid>
		<description>Definitely!  Get something working even if it has flaws, then improving it the next time around is much easier :-)

Alex</description>
		<content:encoded><![CDATA[<p>Definitely!  Get something working even if it has flaws, then improving it the next time around is much easier <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Alex</p>
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		<title>Comment on Yet More On Behaviour Trees by JC</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-11</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Sat, 12 Jul 2008 00:01:23 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-11</guid>
		<description>I think that makes sense, although it probably means my animation system needs another layer to handle that kind of request since at the moment it's pretty simple.

I'm getting to the point where I can't quite see the wood for the trees - I suspect the best way forwards now is to get my hands dirty and see what works and what doesn't...</description>
		<content:encoded><![CDATA[<p>I think that makes sense, although it probably means my animation system needs another layer to handle that kind of request since at the moment it&#8217;s pretty simple.</p>
<p>I&#8217;m getting to the point where I can&#8217;t quite see the wood for the trees - I suspect the best way forwards now is to get my hands dirty and see what works and what doesn&#8217;t&#8230;</p>
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		<title>Comment on Yet More On Behaviour Trees by alexjc</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-10</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Fri, 11 Jul 2008 23:20:24 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-10</guid>
		<description>The important thing here is to decouple your AI logic from the animation state.  So you don't have the AI mirror individual transitions in your animation systems.  Instead, you just have the AI decide what to do based on the animation state variable, which is decoupled.

So when you request a death animation, the AI reads the current animation state, potentially using other factors to decide what to do, then requests an animation.

Does that make sense?  It's getting late :-)

Alex</description>
		<content:encoded><![CDATA[<p>The important thing here is to decouple your AI logic from the animation state.  So you don&#8217;t have the AI mirror individual transitions in your animation systems.  Instead, you just have the AI decide what to do based on the animation state variable, which is decoupled.</p>
<p>So when you request a death animation, the AI reads the current animation state, potentially using other factors to decide what to do, then requests an animation.</p>
<p>Does that make sense?  It&#8217;s getting late <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Alex</p>
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		<title>Comment on Yet More On Behaviour Trees by JC</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-9</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Fri, 11 Jul 2008 09:02:12 +0000</pubDate>
		<guid>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-9</guid>
		<description>I've not seen the Halo 2 one, I'll have to hunt that down, thanks. Have you any ideas for handling the transitions to damaged/death behaviors and animations that I mentioned above?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve not seen the Halo 2 one, I&#8217;ll have to hunt that down, thanks. Have you any ideas for handling the transitions to damaged/death behaviors and animations that I mentioned above?</p>
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